The Playbook — The Mastermind
THE MASTERMIND › THE WAR COLLEGE › THE FIELD MANUAL
THE WAR COLLEGE · TWO WORKFLOWS, ONE PLAYBOOK

The Field Manual

Premeditate while there is time. Act when it is urgent.

The phase decides the workflow. Urgent secures your safety or seizes an opening. Premeditated draws plans into the Playbook so Urgent can run them without deciding.

I

The Operator Rules

Govern every step
01!Safety first.No objective outranks your safety. Critical safety overrides every other reading.
02Urgent before non-urgent.What is closing on you comes before what can wait. In doubt, treat it as urgent.
03Check the objective.Between every step: does the action satisfy the plan? Is it true, or only what I want? Does it still serve the objective?
04The Apex is not a suggestion.Every offensive play passes through it first.
05One thing, not two.A divided aim gets resolved by the other side.
06Confirm before you commit.Prerequisites first, then the play.
07Name it before pressure arrives.Hold, break and transition conditions are named in calm.
08Difficulty is not a reason to leave.Only the three triggers force a change.

! marks everything safety touches. It outranks every objective.

II

The Troubleshooter

Two processes, one output: a plan
The Urgency ReadIn doubt → Urgent.
1 · Exit strategy !

Is a way out open right now?

Step 1Safety !
A1

The practitioner only: Exit strategy and Danger, answered in the Urgency Read.

B1

Exit strategy, answered in the Urgency Read.

Step 2Objective
A2

One objective, set by safety, then offense. No proof or kind is named.

B2

What must this achieve?

Step 3Read and Diagnose
A3

Bypassed. No time for the full read or the diagnosis.

B3

Is there something to spend beyond what the exit costs?

Is an opponent known?

Is every direction pressure can come from named?

Is every way in covered?

Step 4Priority
A4

Bypassed. Safety set it at Step 2.

B4

Safety sets the order before any plan is drawn.

    Step 5The Play
    A5

    The first true line wins. Nothing new is drawn; anything built before contact (Fortify, Decoy, Trojan Horse, Ambush) is bypassed.

    PlayEvery play contact allows, until one remains.
    B5

    What the circumstances make impossible is struck out. What remains is the most rational strategy, then play. IV.7

    StrategyEvery approach, until one remains. The tag names the layer that struck it.
    PlayEvery play the strategy can run, until one remains.
    Step 6Act
    A6

    One first action, the named exit, the signal that ends it.

    Where do you go if it breaks?

    B6

    Act at the moment chosen; otherwise the plan is held ready. Any change in Step 3 returns you to Step 3.

    Step 7Convert
    A7

    Bypassed. One objective. Only conversions drawn in advance run, at Step 5.

    B7

    Three triggers only: objective achieved (against Step 2’s proof) · circumstance broken · prerequisite gone.

    Initiated → Engaged hands off to Urgent. IV.5 · IV.6

    Premeditated hands off to Urgent at contact.

    How the full troubleshooter lines up with standard troubleshooting
    #Standard troubleshootingWhere it lives here
    1Identify the problemSteps 2 and 3: the objective against the read
    2Theory of probable causeStep 3: the probable cause, determined by the layers
    3Test the theoryStep 3: the conditions (Layer 7) test it
    4Plan the fix and its side effectsSteps 4 and 5: priority, then the play and its conversions
    5Implement or escalateStep 6: Act
    6Verify; prevent a repeatStep 7: Convert against Step 2's proof
    7Verify the fixRechecked at every step: Operator Rule 03
    EmergencyContain before diagnosingUrgent: safety is the objective
    III

    The Playbook

    What both processes draw from

    Premeditated writes plans here and Urgent runs them, both at Step 5. Every card reads the same way: Use when · Prerequisites · Sequence · Watch for · Convert when. Supporting plays sit inside the plan they serve.

    Use when
    You are taking control of a field.
    Uninitiated: ClosedInitiated: IfEngaged: If
    Prerequisites
    0 of 4 confirmed · not ready to run
    Sequence
    1. The Apex. Name the decisive point, the priority target and the play. Three vectors, one answer.
    2. Breach. Gain entry. This is the entry condition, not the victory; resistance reorganizes behind it.
    3. Neutralize. Reduce active resistance once the breach holds.
    4. Control. Establish authority and hold it. Occupation is not control until it is tested.
    Watch for
    • The three Apex vectors disagree: reassess the decisive point; never lower the prerequisite standard.
    • The breach fails: the play has not begun.
    • The Siege stalls: it has become a Defense. Convert immediately.
    • Control not yet tested: occupation is not control until it is tested.
    Convert when
    Apex complete, play selected→Siege: run the Invasion play
    Control established→Defense (Stand Ground) to hold it
    Breach blocked→Feint to open a new lane, or abort
    Abort→The circumstance breaks before the object is achieved. Execute Disengage, preserve capability, and re-enter the Troubleshooter at Step 1.

    Drawing Invasion: run the Apex (IV.3). Running Misdirection: watch the Exposure Index (IV.4).

    Supporting plays · Misdirection · ploys (constructed)
    Use when
    Serves Invasion. Apex fit: Target: Plans · Target: Alliances.
    Uninitiated: ClosedInitiated: ReasonableEngaged: Closed
    Prerequisites
    A false signal the target cannot distinguish from genuine intent.
    Sequence
    1. Construct
    2. Position
    3. Observe
    Contingent: Hold (if confirmation takes longer) · Abort (if suspected)
    Decoy always precedes Bait and Trojan Horse.
    Watch for
    • A decoy the target suspects was placed for them is not a decoy. It is a warning.
    • The Exposure Index, at the top of this group. Act on the first signal above Level 1.
    Convert when
    Confirmed active→Bait · Trojan Horse · Misdirection · Direct & Herd
    Use when
    Serves Invasion. Apex fit: Decisive point: Must Defend · Target: Alliances.
    Uninitiated: ClosedInitiated: ReasonableEngaged: If
    Prerequisites
    Prepared response in position before the bait is presented. Trigger point defined in advance.
    Sequence
    1. Bait
    2. Delay
    3. Conceal
    Contingent: Trigger (at maximum commitment) · Isolate
    Watch for
    • A bait the target suspects is a warning, not a lure. Confirm full commitment before triggering; a partially committed target can still withdraw.
    • The Exposure Index, at the top of this group. Act on the first signal above Level 1.
    Convert when
    Target fully committed→Surround or Invasion on the committed target
    Use when
    Serves Invasion. Apex fit: Decisive point: Does Not Expect · Target: Plans.
    Uninitiated: ClosedInitiated: ReasonableEngaged: Closed
    Prerequisites
    A cover credible to this specific target. The next play selected before activation begins.
    Sequence
    1. Cover
    2. Conceal
    3. Infiltrate
    Contingent: Hold (maintain cover under scrutiny) · Activate
    Watch for
    • If cover breaks before activation, the asset becomes a liability. Extract or abort.
    • The Exposure Index, at the top of this group. Act on the first signal above Level 1.
    Convert when
    Asset in position→The selected Invasion play, from inside
    Supporting plays · Misdirection · distractions (performed)
    Use when
    Serves Invasion. Apex fit: Decisive point: Must Defend · Decisive point: Must Race To · Target: Plans · Target: Alliances.
    Uninitiated: ClosedInitiated: IfEngaged: Reasonable
    Prerequisites
    A false commitment that can be sustained long enough for the real action to pass.
    Sequence
    1. Feign
    2. Distract
    3. Conceal
    Contingent: Exploit · Disengage
    Watch for
    • If the false commitment collapses before the real action moves through, abort before intent is exposed.
    • The Exposure Index, at the top of this group. Act on the first signal above Level 1.
    Convert when
    Lane open, attention fixed→Invasion through the opened lane
    Signal failing→Abort before intent is exposed
    Use when
    Serves Invasion. Apex fit: Target: Plans · Target: Alliances.
    Uninitiated: ClosedInitiated: ReasonableEngaged: Reasonable
    Prerequisites
    Information the target will act on, and a real action ready to exploit the error.
    Sequence
    1. Signal
    2. Conceal
    3. Distract
    Contingent: Exploit · Withdraw
    Watch for
    • If the target reads the signal correctly, convert immediately. Never repeat the signal.
    • The Exposure Index, at the top of this group. Act on the first signal above Level 1.
    Convert when
    Target committed to the wrong response→Invasion on the exploitable error
    Supporting plays · Maneuvers · converge
    Use when
    Serves Invasion. Apex fit: Decisive point: Must Race To · Target: Base & Resources.
    Uninitiated: ClosedInitiated: ReasonableEngaged: If
    Prerequisites
    Routes you can open and close; a convergence point the target does not read as a trap.
    Sequence
    1. Direct: forces move from separate vectors toward a single target and arrive in coordination.
    2. Herd: open the preferred route, close or pressure the alternatives, and the target moves along the preferred route on its own.
    3. Same convergence, different mover.
    Watch for
    • Direct: a force that arrives early announces the play. Herd: do not force it; direct pressure stops the movement. The target must believe it is choosing freely.
    Convert when
    Convergence achieved→Invasion or Surround
    Chess
    Battery / Shepherding
    Use when
    Serves Invasion. Apex fit: Decisive point: Does Not Expect.
    Uninitiated: ClosedInitiated: ReasonableEngaged: Closed
    Prerequisites
    Position selected and concealed before the target approaches. Trigger condition defined. Your own exit routes clear.
    Sequence
    1. The false signal is the absence of threat.
    2. Your forces are already at the convergence point.
    3. The target moves through because nothing suggests danger.
    4. Strike at the moment of maximum exposure.
    5. Patience is the primary asset.
    Watch for
    • If the position is detected before the target commits, the ambush becomes a standoff.
    Convert when
    Target fully committed→Invasion through the opened gap
    Chess
    Discovered attack
    Use when
    Serves Invasion. Apex fit: Decisive point: Must Defend · Target: Base & Resources · Target: Units.
    Uninitiated: ClosedInitiated: ReasonableEngaged: If
    Prerequisites
    All exits identified before sealing begins. Capability to cover every route simultaneously. The target cannot break out faster than the perimeter responds. The Cornered Beast check: confirm full collapse is actually the objective, or leave one route deliberately open.
    Sequence
    1. Convergence that closes rather than strikes.
    2. Forces seal every exit and reinforcement route at once, compressing the target until its own moves worsen its position.
    3. The pressure is the play; direct assault is the conversion.
    Watch for
    • Any exit open when the seal begins will be used; a partial Surround is a warning, not a trap. Sealing every exit on a target that still has real capacity can turn a controlled collapse into a costly last stand.
    Convert when
    Collapse begins→Invasion through the breach
    Chess
    Zugzwang
    Doctrine and background
    1. The breach is the beginning, not the victory.
    2. Never siege what you cannot hold.
    3. The object of the Siege is the object of the Apex. Nothing more; anything beyond is expansion, not completion.
    Doctrine

    Invasion does not begin with movement. It begins when the Apex names one play, and it ends in control that has survived a test.

    Use when
    You are holding ground.
    Uninitiated: ReasonableInitiated: IfEngaged: If
    Prerequisites
    0 of 2 confirmed · not ready to run
    Sequence
    1. Establish. Occupy the position before it is contested.
    2. Reinforce. Cover every access point.
    3. Identify. Name every direction pressure can arrive from.
    4. Set. Name the hold condition, the break condition and the transition trigger, all three, before pressure arrives.
    5. Stand Ground. Pressure arrives. Brace. Deny entry at every vector. Absorb force without structural collapse. Stabilize until the threat is neutralized.
    Watch for
    • Every way in still covered.
    • The break condition you named in calm.
    • The primary failure: advancing because the target is visibly degrading. That destroys the hold.
    Convert when
    Threat neutralized, transition trigger met→Invasion
    Position untenable (break condition)→Disengage, immediately
    Abort→The break condition is met. Do not argue with the condition you named in calm; execute Disengage.
    Defense conditions
    Hold conditionWhat the position is held for.
    Break conditionWhat makes the position untenable.
    Transition triggerWhat authorizes going on the offensive.
    0 of 3 named · Stand Ground cannot begin
    Doctrine and background
    1. Defense is not passivity. It is the deliberate choice to make the target solve a problem they cannot solve at the position you chose.
    2. Phase I, Fortify, is Defense. It is not preparation for it.
    Doctrine

    Everything that decides a Defense is written before the pressure arrives. Under pressure you execute; you do not decide.

    Use when
    You are removing the target's capacity to resist.
    Uninitiated: ClosedInitiated: IfEngaged: Reasonable
    Prerequisites
    0 of 4 confirmed · not ready to run
    Sequence
    1. Drain. Impose cost at every contact. Do not seek the decisive engagement; seek cumulative degradation.
    2. Sustain. Keep pressure faster than the target's recovery rate, through the stretch where nothing appears to happen.
    3. Control. Take control at the point of collapse, not before.
    Watch for
    • Your loss rate against their recovery rate.
    • Their capacity against the threshold you named.
    • Early degradation misread as collapse; degradation is not the conversion point.
    • Impatience mistaken for urgency, and your own visible cost tempting a premature assault.
    Convert when
    Target capacity below the resistance threshold→Invasion on the weakened target
    Abort→Your own losses exceed the target’s recovery rate: you are running Pressure on yourself. Convert or abort.
    The Pressure gauge
    The Pressure gauge
    30
    45
    70
    35

    Relative readings, 0–100. The threshold is the line you named before you started.

    Supporting plays · Maneuvers
    Use when
    Serves Pressure. Apex fit: Target: Units.
    Uninitiated: ClosedInitiated: IfEngaged: Reasonable
    Prerequisites
    Target point identifiable, exit route clear before the strike begins.
    Sequence
    1. Inflict cost.
    2. Exit before a response forms.
    3. Preserve mobility.
    4. Track cumulative degradation across cycles; the play succeeds across cycles, not within one.
    Watch for
    • Staying for a second strike in the same cycle turns mobility into exposure.
    Convert when
    Cumulative degradation sufficient→Invasion on the weakened target
    Chess
    Harassment
    Doctrine and background
    1. The Patience Doctrine: Pressure is the strategy most often abandoned too early. It takes no visible ground, only degradation, invisible until the threshold hits.
    Doctrine

    Pressure wins in the part no one can see. Hold it through the stretch where nothing appears to happen, and convert only at the threshold you named in calm.

    Use when
    You are securing favorable terms through interaction, not force.
    Uninitiated: ReasonableInitiated: ReasonableEngaged: If
    Prerequisites
    0 of 3 confirmed · not ready to run
    Sequence
    1. State their gain. Open with what the other side gets, never with what you need. Their self-interest is your strongest bargaining chip.
    2. Set the terms. Choose the structure the exchange takes: price, timing, shape. Negotiation plays live here.
    3. Move the people. Where the decision sits with a group or a third party, Leverage plays carry the terms to them.
    4. Close. Confirm the terms both sides can hold. Agreements built on aligned interests hold; agreements built purely on concessions do not.
    Watch for
    • Communication is still open.
    • Both sides still have something to trade.
    • Agreement built on aligned interests, not on concessions alone; only the first holds.
    Convert when
    Terms secured→Object achieved: stop, or hand off to the next objective
    Communication closes→Circumstance broken: re-read the field (Step 3)
    Abort→Communication closes or one side no longer has anything to trade. Diplomacy has no ground left to stand on; re-enter the Troubleshooter at Step 1.
    Supporting plays · Negotiation · Set the terms
    Use when
    Serves Diplomacy. A play run against you. Recognize it and counter.
    Prerequisites
    (To recognize it) A new condition arrives attached to something sealed, hidden or unverifiable.
    Sequence
    1. Terms are tied to something you cannot verify: accept the new condition before you check, or check and lose the deal.
    2. Every visible choice favors the side that set the condition.
    3. The Narrow Gate, used as a trap.
    Watch for
    • Answering the offer before breaking the condition. Once you respond on its terms, the sequence is theirs.
    Convert when
    Needs definition: not yet specified in doctrine.
    Until defined, return to the Diplomacy sequence and its routes.
    Counter
    Standing rule: never accept terms tied to something you cannot verify. The moment the condition appears, stop; verify or decline before answering the offer. Treat the attempt as information about how this party negotiates.
    Use when
    Serves Diplomacy.
    Prerequisites
    Options the other side sees as real and distinct. A decision you can afford to let wait.
    Sequence
    1. A party stalling at no cost to themselves is shown several genuinely distinct options.
    2. Time passes without pressure; as options genuinely close, the remaining choice carries urgency you never had to argue for.
    Watch for
    • Stating a deadline aloud converts natural urgency into pressure the other side can resist.
    Convert when
    Needs definition: not yet specified in doctrine.
    Until defined, return to the Diplomacy sequence and its routes.
    Counter
    When options narrow while you delay, ask what closed and why before you choose. Scarcity you did not verify is a signal, not a deadline.
    Use when
    Serves Diplomacy.
    Prerequisites
    Knowing the other side's real constraint (cash, timing, approval limit).
    Sequence
    1. The same total is presented in the structure the other side can accept: reframed into terms that match their constraint rather than yours.
    2. The value exchanged holds; the shape changes.
    Watch for
    • A structure that hides the total instead of reshaping it will be found, and it costs every deal after.
    Convert when
    Needs definition: not yet specified in doctrine.
    Until defined, return to the Diplomacy sequence and its routes.
    Counter
    Recompute the total yourself, in one number, before agreeing to any structure.
    Supporting plays · Leverage · Move the people
    Use when
    Serves Diplomacy.
    Prerequisites
    A third party whose voice the decision-maker already trusts, and a request that genuinely serves that party too.
    Sequence
    1. The request reaches the decision-maker through a party whose credibility carries it further than your own would.
    2. You do not ask; the ask arrives.
    Watch for
    • If the carrier learns they were used, you have lost them and the request.
    Convert when
    Needs definition: not yet specified in doctrine.
    Until defined, return to the Diplomacy sequence and its routes.
    Counter
    When a request reaches you secondhand, find its origin before weighing it.
    Use when
    Serves Diplomacy.
    Prerequisites
    Access to each party individually, and a position each can support on its own merits.
    Sequence
    1. Agreement is secured one party at a time before the group convenes, so the group meeting confirms a decision rather than making one.
    Watch for
    • Consensus built on different promises to different people collapses the first time they compare notes.
    Convert when
    Needs definition: not yet specified in doctrine.
    Until defined, return to the Diplomacy sequence and its routes.
    Counter
    When a group arrives already agreed, ask who spoke to whom beforehand. Unanimity reached before discussion is a sequence, not a verdict.
    Doctrine and background
    “Give me that which I want, and you shall have this which you want, is the meaning of every such offer.”— Adam Smith, The Wealth of Nations, Book I, Chapter II
    Doctrine

    Open with their gain, shape the terms, and close only on an agreement both sides can hold.

    Three maneuvers that belong to no single plan. Disengage is every plan's abort route.

    Use when
    A base play: it serves every standing plan (Tempo). Use it to make contact on your terms.
    Uninitiated: ClosedInitiated: ReasonableEngaged: If
    Prerequisites
    Contact point identified, approach accessible, terms favorable.
    Sequence
    1. Select the point.
    2. Approach on your terms.
    3. Engage before the target can set their position.
    Watch for
    • Contact on the target's terms is not an Engage. Read the response before committing further.
    Convert when
    Response read→Exploit the opening, or Disengage if terms shift
    Chess
    Tempo
    Use when
    A base play: it serves every standing plan (Tempo). It is also the abort route of every plan.
    Uninitiated: ClosedInitiated: ClosedEngaged: Reasonable
    Prerequisites
    Contact unfavorable, an exit route exists, capability must be preserved.
    Sequence
    1. Break contact deliberately, not in flight.
    2. Conceal the exit.
    3. Delay pursuit.
    4. Preserve capability.
    5. Reset.
    Watch for
    • A Disengage that becomes a rout has lost the one thing it exists to protect: capability.
    Convert when
    Capability preserved→Re-enter with Invasion or Misdirection, from strength
    Chess
    Tempo
    Use when
    A base play: it serves every standing plan (Tempo). Use it to reconfigure before re-entering with the plan the new configuration suits.
    Uninitiated: ReasonableInitiated: ReasonableEngaged: If
    Prerequisites
    Two assets whose transitions can be made together.
    Sequence
    1. Reposition a key asset to a protected position while activating a second.
    2. Both transitions happen in one movement; neither can be countered in isolation.
    Watch for
    • Moving the two assets one at a time leaves each exposed during the other's move.
    Convert when
    Both assets confirmed→Re-enter with the play suited to the new configuration
    Chess
    Castling
    IV

    Tools

    Each used at one step

    The Urgency Read (top of II) runs these. Exit and Danger outrank the ground.

    1. Territory defaults. Home: Defense. Shared: Diplomacy. Abandoned: Invasion, the ground is the target. Foreign: never Invasion by force. Contested: no default; the shape decides.
    2. Terrain is asked only as the shapes that change the reading or its urgency.
    3. Urgency comes from the Law the ground brings. Tempo: Act first, routes Urgent (on Foreign ground: Do not race). The Narrow Gate: Hold the point. Asymmetric Cost or Necessary Loss: Outlast. No Law: Open. All but Act first route Premeditated.
    The Laws
    1. The Narrow Gate. When every path runs through one point, whoever controls the point controls the outcome.
    2. Necessary Loss. Some ground cannot be held without giving up something; choose the loss instead of having it chosen for you.
    3. Asymmetric Cost. Win by making each exchange cost them more than it costs you.
    4. Tempo. Whoever acts first on fresh ground sets the terms; late action pays for the delay.
    5. No Fixed Method Survives Changing Circumstance. When the circumstance changes, the method changes with it.
    All 25 readings
    Territory \ TerrainOpenNarrowBrokenElevatedEnclosed
    HomeNo changeYour ground, open terrain: nothing forces a new strategy. Keep the plan you are running.DefenseHold what is reachable. Your ground with one way in is held at that way in.DefenseStabilize first. Fortify before anything else moves.InvasionPress the advantage. Your ground commands the field.DefenseFortify and accept what cannot be kept. Choose the loss.
    ContestedInvasion or DiplomacyBoth apply. The objective decides: take it before the field organizes, or settle it by terms.InvasionConcentrated force through the one point.PressureWear down the risk before committing.InvasionClaim the elevation first.DiplomacyThe risk of the one gate outweighs the value. Settle it by terms.
    ForeignDiplomacy or InvasionDiplomacy, or a soft Invasion through influence rather than force.DiplomacyOpen the one channel. Their gate, entered by agreement.PressureLet their instability do the work.Defense or DiplomacyTime favors them. Do not race for their high ground.PressureWear them down inside their own walls.
    SharedDiplomacyDirect terms. Shared ground is settled by agreement.Invasion or DiplomacyTake the channel, or formalize access to it by terms.DiplomacyStabilize it jointly.InvasionQuietly convert shared access into owned advantage.DiplomacyMutual entrapment favors cooperation.
    AbandonedInvasionClaim it before anyone else notices.InvasionNo one contests the single path.InvasionPromptly: secure it before it decays further.InvasionUrgently: the highest-value combination there is.Defense or InvasionVerify first. An enclosed, empty position may be empty for a reason.
    Plan or playUnin.Init.Eng.
    Invasion—IfIfNo target, except Abandoned ground.After the Apex names one play and holding capacity is confirmed.Only if the Apex is already complete. Never breach on an unfinished Apex.
    DefenseYesIfIfFortify your own ground before anyone contests it.Fortify, only if the position is reachable before pressure arrives.Stand Ground, only if Fortify was finished before contact.
    Pressure—IfYesNo target to wear down.If your loss rate will stay below their recovery rate; name the threshold now.Sustained contact is where it runs.
    DiplomacyYesYesIfBuild the relationships and leverage before you need them.Communication open and both sides have something to trade.Only while communication is still open.
    Decoy—Yes—No target to deceive.Constructed and deployed ahead of contact.Needs construction time you no longer have.
    Bait—YesIfNo target, except Abandoned ground.The prepared response must be in position before the bait is shown.Only if the response is already in position; then it is a trigger, not a build.
    Trojan Horse—Yes—No target, except Abandoned ground.Cover and entry are built before contact.Entry under contact has no credible cover.
    Ambush—Yes—No target, except Abandoned ground.Position selected and concealed before the target approaches.Must be in position before the approach. Too late to set.
    Feint—IfYesNothing to distract.Plan it now; it is performed at contact.Performed in real time.
    Misdirection (the play)—YesYesNo one to misread it.The signal can be sent before contact.Controlled information, acted on once they commit.
    Engage—YesIfNo one to engage.Choose the point and the terms. Running it moves you to Engaged.Only on terms you still control.
    Disengage——YesNo contact to break.No contact yet. Keep the exit open instead.Break contact deliberately. Requires an exit.
    Hit & Run—IfYesNo target, except Abandoned ground.Plan the exit route before the strike.Across cycles; the exit must be clear first.
    CastleYesYesIfReposition assets while no one is watching.Two transitions in one move.Only if both moves can still happen at once.
    Blink—IfYesNo attention to split.Assign the two parties now; it runs at contact.Timing of the return decides it.
    Direct & Herd—YesIfNo target, except Abandoned ground.Open and close the routes before they move.Herd only if they still believe they are choosing freely.
    Surround—YesIfNo target, except Abandoned ground.Identify every exit before sealing begins.Only if every route can be sealed at once. Check the Cornered Beast first.
    The Apex · run it here
    Vector 1 · The Decisive Point (a vulnerability state, not a location)
    Vector 2 · The Priority Target (highest available first)
    Vector 3 · The Play
    Select all three vectors.

    An incomplete triangle is information, not failure. If the vectors diverge, change the play or reassess the decisive point. Never lower the prerequisite standard.

    The Exposure Index · what are you seeing?
    Select the signal you are seeing.

    Act on the first signal above Level 1. Never wait for the next level to confirm it.

    The Nine States · where are you now?
    Objective status
    Circumstance status
    Select both.

    Early warning: three or more at-risk signals in one cycle count as Partial. Act on the signal, not the confirmation.

    Strategy or tacticWhen this happensConvert to
    InvasionApex complete, play selectedSiege: run the Invasion play
    InvasionControl establishedDefense (Stand Ground) to hold
    InvasionBreach blockedFeint to open a new lane, or abort
    PressureTarget below the resistance thresholdInvasion on the weakened target
    DefenseStand Ground: threat neutralizedInvasion, when the transition trigger is met
    DefenseStand Ground: position untenableDisengage, immediately
    MisdirectionFeint: lane open, attention fixedInvasion through the opened lane
    MisdirectionFeint: signal failingAbort before intent is exposed
    MisdirectionBait: target fully committedSurround or Invasion on the committed target
    MisdirectionTrojan Horse: asset in positionThe selected Invasion play, from inside
    MisdirectionMisdirection: target committed to the wrong responseInvasion on the exploitable error
    MisdirectionDecoy: confirmed activeBait · Trojan Horse · Misdirection · Direct & Herd
    ManeuversEngage: response readExploit the opening, or Disengage if terms shift
    ManeuversDisengage: capability preservedRe-enter with Invasion or Misdirection from strength
    ManeuversHit & Run: cumulative degradation sufficientInvasion on the weakened target
    ManeuversCastle: both assets confirmedRe-enter with the play suited to the new configuration
    ManeuversBlink: gap openInvasion at the original point, immediately
    ManeuversDirect & Herd: convergence achievedInvasion or Surround
    ManeuversAmbush: target fully committedInvasion through the opened gap
    ManeuversSurround: collapse beginsInvasion through the breach
    Strategy: eliminated in this order
    1. Objective. Get out eliminates every strategy but Disengage, unless no exit is open.
    2. Opposition. None known eliminates Invasion and Pressure: there is no target. Abandoned ground excepted; the ground is the target.
    3. Ground. Territory × Terrain eliminates what the ground does not support (IV.1). Home · Open forces nothing, so the objective’s own strategy stands.
    4. Objective. Where the ground allows two, the objective selects one. The ground outranks the objective: the circumstance is fact, the objective is a choice.
    5. Prerequisites. A missing prerequisite eliminates the strategy and hands off to the doctrine’s fallback. The first one missing is the probable cause.
    StrategyAnswered by an elementFactMissing, it falls to
    InvasionCapabilityA way inNo way in: Feint opens a lane. No Capability: Diplomacy if terms are possible, else Defense.
    PressureCapabilityTheir recoveryDiplomacy if terms are possible, else Defense.
    DefenseFooting (Home)Reach (not Home)Disengage with an exit; Stand Ground without one.
    DiplomacyIntentCommunication · Something to tradeDefense.
    DisengageExit—Defense until an exit opens.
    Play: eliminated by the strategy that remains
    StrategyFactsThe play that remains
    InvasionDecisive point · Their plans · Their stockpile · Their alliancesThe play the decisive point and the highest available priority target share (the Apex). Abandoned ground is Unoccupied Territory: Engage. Undefended: Engage once confirmed. Blink and Ambush serve any target. Bait over Feint; Blink over Ambush with Allies. Bait and Trojan Horse follow a Decoy. Without Intent, Observe.
    PressureTheir stockpileNot stockpiled: Attrition on Base & Resources. Stockpiled: Hit & Run on Units with your exit clear, else Attrition.
    Defense—Fortify, from the first open step: Establish (done if Home), Reinforce (done if Cover), Identify (done if Threats), Set.
    DiplomacyUnverifiable condition · Stalling · The decisionThe Sealed Box first if a condition is unverifiable. Without Intent, Observe. Stalling: The Shrinking Option, else The Structured Deal. Carried by The Delegated Ask (with Allies) or The Manufactured Consensus (a group).
    DisengageTwo assetsCastle when two assets move together; otherwise Disengage.
    V

    Reference

    Outside both processes
    ApexThe Triangle Attack: three vectors (decisive point, priority target, play) that must converge before any offensive play is selected.
    Base playEngage, Disengage, Castle: maneuvers that serve every plan.
    Break conditionThe threshold at which a Defense hold fails. Named in calm, before pressure arrives.
    CircumstanceTerritory and Terrain: who controls the ground, and its shape.
    ConversionExiting one play and entering another. Forced only by objective achieved, circumstance broken, or prerequisite gone.
    Decisive pointThe vulnerability state, not the location, the strike is aimed at.
    DeductionStriking what the circumstance makes impossible, with the reason, until one strategy and one play remain.
    DrawnA standing plan with every prerequisite met (and, for Defense, hold, break and transition named) before contact.
    ElementA fact about your position, present or absent (unknown counts as absent): Exit, Threats, Cover, Capability, Allies, Intent.
    EngagedContact is about to happen, or is happening. The phase for Urgent.
    False signalWhat the target sees and believes in Misdirection. Must be indistinguishable from genuine intent.
    Field planUrgent's output: one objective, one first action, one named exit, the signal that ends it.
    FootingGround that is yours: present when Territory is Home.
    HandoffThe moment a play completes and transfers to the next. Named in advance.
    Hold conditionThe state that must be maintained in Defense. Unnamed, the play cannot be run.
    InitiatedThe opposition is known; not yet engaged.
    LayerOne category of Premeditated questions. Eight layers, most decisive first; each opens when the one before it is answered.
    ObjectThe single end state that confirms a play is complete. Two objects is a priority problem.
    PremeditatedThere is time (Uninitiated or Initiated). The full troubleshooter: read, deduce, draw.
    PrerequisiteA condition that must already be true before a play is selectable. Not optional.
    Probable causeThe first prerequisite that blocked the objective's own strategy, or the ground itself. Determined, not chosen.
    Real actionWhat actually moves while the false signal holds.
    SafetyCritical (no exit), Exposed (exit, but a safety element missing), Secure (all four present).
    Safety elementsExit, Threats, Cover, and Footing (Home Territory).
    Standing planOne of the four plans in the Playbook: Invasion, Defense, Pressure, Diplomacy.
    StepOne of the seven stages both processes share, on the same numbers.
    Supporting playA play that serves a standing plan. Listed inside the plan it serves.
    Transition triggerThe condition that authorizes Defense to become Invasion. Named in calm, never improvised under pressure.
    UninitiatedNo known opposition.
    UrgentContact is here. The abbreviated troubleshooter: a plan drawn earlier runs as drawn. Urgent selects; it does not invent.
    The Fire · Urgent

    You are in an unfamiliar building when the alarm sounds.

    1. Step 1 Is a way out open right now? Yes: you noted two stairwells on the way in. Is pressure coming at you? Yes. Has their action left something undefended? No.
    2. Step 2 Secure your safety.
    3. Step 5 No plan was drawn before contact: Stand Ground is struck. Disengage remains.
    4. Step 6 First action: break contact by the nearer stairwell. Exit: the route out. Ends when you are clear. The habit decided it: the exits were noted on arrival.
    The Renewal · Premeditated

    A client reveals a competitor’s offer before the contract renews.

    1. Layers 1 to 6 Exit: present (you can lose this account and stay whole). Objective: Reach terms. Ground: Home · Open (an existing relationship; nothing forces a new strategy). Strength: present. Opponent: known. Threats named, ways in covered: Secure.
    2. Layer 7 Communication open: yes. Something to trade: yes. Diplomacy remains; every other strategy is struck by the ground and the objective. No blocking cause.
    3. Layer 8 Terms tied to something you cannot verify: no. Do you know what they want? No. The play is Observe: ask what the offer solves for them before answering it.
    4. Once their intent is known and they are not stalling, the play becomes The Structured Deal: the same total, shaped to their constraint.
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